Feature #2105
Manually created reflection cube maps for models
100%
Description
Define reflection cubemaps as map or setting-dependent. For instance for a Hexen Winnowing hall we can use a dark-blue sky cubemap with a stormy clouds, and after we came to Seven Portals we can use another cubemap with a reddish sky.
As a fallback, there could be a default neutral cubemap that is used if the map has no reflection cubemaps of its own.
Possibly one could define two cubemap variants for each map/area, one for objects in sectors with open sky, and one for indoor objects.
In practice, one would prepare the cubemap textures and then write some definitions that specify the maps (and regions of maps) where they will be used. The cubemaps would use a new asset identifier (something like texture.environ.*
; cf. model.thing.*
).
Related issues
Associated revisions
History
#1 Updated by skyjake over 9 years ago
- Related to Feature #8: New GL2 based model renderer added
#2 Updated by skyjake over 9 years ago
- Related to Feature #1995: Improved 3D model shaders added
#3 Updated by skyjake almost 9 years ago
- Status changed from New to In Progress
- Assignee set to skyjake
- % Done changed from 0 to 30
The shader for cube map reflections has now been implemented.
#4 Updated by skyjake almost 9 years ago
- % Done changed from 30 to 50
Next up: new asset type for reflection maps.
#5 Updated by skyjake almost 9 years ago
- Description updated (diff)
#6 Updated by skyjake almost 9 years ago
- Status changed from In Progress to Closed
- % Done changed from 50 to 100
Renderer|Client: Environment cube map textures
Added render::Environment and an instance of it owned by RenderSystem.
RenderSystem now deletes subsystems in reverse order compared to
construction, to ensure appropriate dependency order.
Added a new asset type "texture.reflect.(map-id)" for specifying which
reflection cube maps to use in which map.
IssueID #2105